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EN
This article is devoted to language games in the Polish contemporary novel Pleasant things. Utopia by T. Bołdak-Janowska. The subject of the analysis are in-text games: narrative (themes and threads), graphic, sound, lexical and semantic (repetitions of themes and lexemes, antonyms, semantic neologisms) and word-formation (word-formation neologisms), as well as autocreation games of the narrator (knowledge / ignorance). The study indicates that in the analyzed novel language games play a significant role: they determine the multifaceted and attractive character of a work based on a world presented by the narrator's uninhibited imagination. Narrative games, exemplified by the theme of counting, indicate the complexity of human fate – the runner of history – and his entanglement in a number of interpersonal relationships, as well as the historical process itself, which is subject to constant changes, both locally and globally, independent of the will of the individual. Graphic games are based on modern language fashion, functioning especially in the environment of the youth. Sound games are based on the technique of threading referring to Bolero by Maurice Ravel. Lexical-semantic games, being a tool for describing added meanings, connotated according to a known (or – more often – created by the narrator) language, take the reader into a utopian world and at the same time – relatively perfect, i.e., dependent on the point of view of the speaker I-women.
EN
The article concerns possible use of narrative games in psychology. Narrative games are recognized as projective games, which allow to reach some hidden needs and motives of players by means of using the game world – a set of symbols which have a personal meaning for the players. Diagnosis of the players is possible due to analyzing characteristics and behavior of the characters they create. Therapy with the use of narrative games allows to support treatment of some mental disorders (such as phobia or depression), helps to develop social skills, to cope with unpleasant emotions and to create ways of thinking. Contraindications against the use of narrative games in diagnosis and therapy include psychotic and personality disorders, intellectual defi cits, and inability to separate the Self from the Self-of-Character.
PL
Artykuł porusza problematykę wykorzystania gier narracyjnych na użytek psychologii. Ujmuje gry narracyjne jako gry projekcyjne, pozwalające dotrzeć do ukrytych potrzeb i motywów graczy poprzez wykorzystywanie świata gry, który stanowi zestaw symboli mających dla graczy osobiste znaczenie. Diagnoza graczy możliwa jest dzięki analizie charakterystyk oraz sposobów postępowania tworzonych przez nich postaci. Terapia przy użyciu gier narracyjnych pozwala na wspomaganie leczenia niektórych zaburzeń psychicznych (jak fobia czy depresja), rozwijanie kompetencji społecznych, a zatem naukę radzenie sobie z przykrymi emocjami i kształtowanie sposobów myślenia. Przeciwwskazania do wykorzystywania gier narracyjnych w diagnozie i terapii stanowią zaburzenia psychotyczne i osobowościowe, defi cyty intelektualne i nieumiejętność oddzielenia Ja od Ja postaci.
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